Question

Why do games have so many launchers now?

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Answer

Because a launcher is not a convenience feature — it is a direct relationship with the customer, and the commercial value of that relationship is the reason every substantial publisher wants one.

What a launcher actually provides its owner:

The full revenue. Selling directly avoids the platform commission charged by a storefront, which is a substantial proportion. For a publisher with a large catalogue, that difference is enormous.

Customer data — who plays what, for how long, and what they buy — rather than receiving aggregated figures from someone else.

Direct communication, for promotion and retention.

Control over storefront presentation and over what is sold alongside.

Subscription services, which require a platform of their own.

Independence from a distributor whose terms can change.

Why players dislike them:

Fragmentation. A library split across many applications, each with its own account, friends list and update mechanism.

Resource consumption, since several run continuously.

Missing features. Established platforms have accumulated years of functionality — overlays, achievements, cloud saves, community tools — and newer launchers frequently lack them.

No unified social layer, so friends are in different places.

Another account and another set of credentials, and another organisation holding payment details.

Launching a launcher from a launcher, which is the experience that generates most complaint.

The economic argument in favour, fairly stated: a single dominant storefront taking a large commission has substantial market power, and competition between platforms has produced better terms for developers and, at points, better prices. The alternative to fragmentation is concentration, which has its own costs.

Where it is genuinely resented: requiring a separate launcher for a game purchased on another store, which delivers the publisher's relationship without the customer having chosen it.

The direction of travel: library aggregation tools that present games from many launchers in one interface; and platform-level integration doing the same.

Storefront exclusivity is the related practice, and is distinct — a game sold only on one platform for a period.

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